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This mod had some network issue I think, it was a long time ago, I don't remember exactly.
This mod is just kept as an archive basically.
Anyway, if you play multiplayer, be sure to use that "zombie fix" mod someone made.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2896255721
The zombie fix mod fixes issue of zombies disappearing!!!
Try advanced zombie mod 2 or perhaps a different mod from someone else, I think there are other mods that add faster walkers now as well!
There's some desync on multiplayer with this mod.
And there's a bug sometimes when zombies despawn, the script may throw an error.
Also the changes I made were big enough to warrant a new mod, in case someone is still using this or liked this the way it was, the same thing will happen with the newer advanced zombie mod, as I have added options to that now and the new version changes too much to update the old mod and change player experience.
I'm doing an update to this soon
The settings for this mod will convert them to sprinters.
In the future I will also use slow shamblers as an upgraded zombie option
at zombie.GameWindow.frameStep(GameWindow.java:745)
at zombie.GameWindow.run_ez(GameWindow.java:661)
at zombie.GameWindow.mainThread(GameWindow.java:475)
at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IndexOutOfBoundsException: Index 324 out of bounds for length 324
at java.base/jdk.internal.util.Preconditions.outOfBounds(Unknown Source)
at java.base/jdk.internal.util.Preconditions.outOfBoundsCheckIndex(Unknown Source)
at java.base/jdk.internal.util.Preconditions.checkIndex(Unknown Source)
at java.base/java.util.Objects.checkIndex(Unknown Source)
at java.base/java.util.ArrayList.get(Unknown Source)
... 24 more
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:88)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1673)
at zombie.gameStates.IngameState.update(IngameState.java:1367)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:289)
at java.base/jdk.internal.reflect.GeneratedMethodAccessor49.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
-----------------------------------------
Callframe at: get
function: harder_OnTick -- file: server_aharderzombiemod.lua line # 453
ERROR: General , 1643312295721> 219,633,954> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor49.invoke.
ERROR: General , 1643312295722> 219,633,955> DebugLogStream.printException> Stack trace:
You should keep them on fast shamblers.
This mod will make certain zombies go faster based on their zombie looks (police, military, sporter)
I will change the name when I update the mod
Q:MP desync?
A: I tried with 2 clients and it was synced alright from my observations.
Q:variant(s) with slightly faster speeds
A: Mayhaps.... mayhaps, yes, that's a good idea for sure!
I found Night Sprinters to be a bit too hardcore so I am mixing it with your mod at 100% rate so that zombies get all cooked up at night without being certain death.
I know it's tagged as MP, but just wanted to ask if this has been tested to cause any desync?
That will not be possible right now, as I didn't find any way to change the speed of zombies via script.
I could only change the speed by changing the animation files and adjusting speed of the normal fast shambler animations to be faster...
If you see any more bugs, do comment!
@turkler The stumbling is part of the vanilla sprinters feature, which this mod replaces. I was not able to replicate that behavior for other zombies. We just don't have that technology yet. Maybe in project zomboid 2?
Yes it's compatible with authenticz, however some of the zombie types there are not defined, so they will use default chance. I might add comp. for that, since it does add HERO type zombies, which could all use a health and speed buff.
Update is heading out in a bit.
also just asking to make sure, is this mod compatible with authenticz?
To remove strongers: L109 - L130 in the client_aharderzombiemod file. You can just remove those. That way no zombies will gain the health buff. AHarderZombieMod_Stronger.Add is the function that adds them to the list of zombies that will be checked for health buff.
Yes, I will be adding settings to this in the near future!